Hi Nick,

Thanks that will help. I'll have a look at it.

Cheers.

Kim.


On 28 January 2010 13:09, Trajce Nikolov <[email protected]> wrote:

> you can reproduce this problem in osgExample by adding the following line
> into comment
> //viewer.setUpViewInWindow( 0,0,1280,1024, 0 );
>
> looks like osgOcean creates it's own view
>
> Nick
>
> http://www.linkedin.com/in/tnick
>
>
> On Thu, Jan 28, 2010 at 11:28 AM, Kim Bale <[email protected]> wrote:
>
>> Hi Nick,
>>
>> Presumably in the oceanExample you do not see this problem.
>>
>> Are you getting any shader errors on the console?
>>
>> Kim.
>>
>>
>> On 27 January 2010 13:06, Trajce Nikolov <[email protected]>wrote:
>>
>>> when setting these to true
>>> mOceanScene->enableUnderwaterDOF(false);
>>>                 mOceanScene->enableDistortion(false);
>>> mOceanScene->enableGlare(false);
>>>
>>> I get the one with the black quad on the screen
>>>
>>> When false, I get normal image
>>>
>>> Nick
>>>
>>> http://www.linkedin.com/in/tnick
>>>
>>>
>>> On Wed, Jan 27, 2010 at 12:11 PM, Trajce Nikolov <
>>> [email protected]> wrote:
>>>
>>>> let me do some screen shots to tell you what I mean
>>>>
>>>> Nick
>>>>
>>>> http://www.linkedin.com/in/tnick
>>>>
>>>>
>>>> On Wed, Jan 27, 2010 at 12:06 PM, Kim Bale <[email protected]>wrote:
>>>>
>>>>> You mean the post render effects don't fill the screen?
>>>>>
>>>>> Have you tried setting the screen size using the setter on OceanScene?
>>>>> That should resize the size of the framebuffers to fill the window.
>>>>>
>>>>> Kim.
>>>>>
>>>>>
>>>>> 2010/1/27 Trajce Nikolov <[email protected]>
>>>>>
>>>>>> Hi Kim,
>>>>>>
>>>>>> when I load ocean scene, it shows up in a "View in a window" mode, and
>>>>>> you had to specify the size for the god rays or such, dont remember the
>>>>>> details now. Do you know what I mean ?
>>>>>>
>>>>>> Nick
>>>>>>
>>>>>> http://www.linkedin.com/in/tnick
>>>>>>
>>>>>>
>>>>>> On Wed, Jan 27, 2010 at 11:49 AM, Kim Bale <[email protected]>wrote:
>>>>>>
>>>>>>> Hi Nick,
>>>>>>>
>>>>>>> I'm not sure what you mean by "it's own viewer" could you expand?
>>>>>>>
>>>>>>> Cheers.
>>>>>>>
>>>>>>> Kim.
>>>>>>>
>>>>>>> 2010/1/27 Trajce Nikolov <[email protected]>
>>>>>>>
>>>>>>> I would like to jump into this discussion with few other "request".
>>>>>>>> As is implemented now, it has its own viewer. To make it work in my 
>>>>>>>> defined
>>>>>>>> viewer, I had to switch off distorsion, glare and underwaterdof. Would 
>>>>>>>> be
>>>>>>>> nice if these works as well with a given viewer
>>>>>>>>
>>>>>>>> Nick
>>>>>>>>
>>>>>>>> http://www.linkedin.com/in/tnick
>>>>>>>>
>>>>>>>>
>>>>>>>>
>>>>>>>> On Wed, Jan 27, 2010 at 11:42 AM, Kim Bale 
>>>>>>>> <[email protected]>wrote:
>>>>>>>>
>>>>>>>>> Hi Paul,
>>>>>>>>>
>>>>>>>>> The reason why both front and back facing polys are rendered is
>>>>>>>>> because the waves have an average height of zero so if you're at that 
>>>>>>>>> height
>>>>>>>>> you usually able to see both front facing and back facing wave polys. 
>>>>>>>>> This
>>>>>>>>> was done a while back before a lot of the effects were added. It's 
>>>>>>>>> probably
>>>>>>>>> not necessary any more since a lot of the under/over water effects 
>>>>>>>>> use this
>>>>>>>>> height to decide which of the effects set should be turned on (above 
>>>>>>>>> or
>>>>>>>>> below effects). So there isn't really a partially submerged state any 
>>>>>>>>> more.
>>>>>>>>>
>>>>>>>>> However, what is slightly worrying is that you are seeing back
>>>>>>>>> facing polys above water. This suggests broken polys on the surface. I
>>>>>>>>> rewrote the code for tessellating the surface a while ago, but haven't
>>>>>>>>> managed to add it to the library yet. It will get added I just can't 
>>>>>>>>> say
>>>>>>>>> when at the moment. Hopefully disabling back face culling is 
>>>>>>>>> sufficient for
>>>>>>>>> you application.
>>>>>>>>>
>>>>>>>>> Regards,
>>>>>>>>>
>>>>>>>>> Kim.
>>>>>>>>>
>>>>>>>>>
>>>>>>>>>
>>>>>>>>> 2010/1/15 Paul Palumbo <[email protected]>
>>>>>>>>>
>>>>>>>>> Okay... Now that I'm understanding more of the code lately, maybe
>>>>>>>>>> that wasn't the best of images to reference.
>>>>>>>>>>
>>>>>>>>>> However, I'm seeing exactly the same black dots in the image when
>>>>>>>>>> I use the standard oceanExample case with its sky dome and viewing 
>>>>>>>>>> above the
>>>>>>>>>> ocean surface. When I turn on back face culling, I do not see the 
>>>>>>>>>> black
>>>>>>>>>> dots.
>>>>>>>>>>
>>>>>>>>>> What does it mean to have back facing polygons when above the
>>>>>>>>>> ocean surface? I can understand this when you are under the ocean 
>>>>>>>>>> surface
>>>>>>>>>> but above.
>>>>>>>>>>
>>>>>>>>>> Paul P.
>>>>>>>>>>
>>>>>>>>>> ------------------
>>>>>>>>>> Read this topic online here:
>>>>>>>>>> http://forum.openscenegraph.org/viewtopic.php?p=22689#22689
>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>>
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